using System;
using System.Collections;
using System.Collections.Generic;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.First;
using Server.Spells.Fourth;
using Server.Spells.Necromancy;
using Server.Spells.Second;
using Server.Spells.Seventh;
using Server.Spells.Sixth;
using Server.Spells.Third;
using Server.Targeting;

namespace Server.Mobiles
{
	public class MageAI : BaseAI
	{
		private DateTime m_NextCastTime;
		private DateTime m_NextHealTime;

		public MageAI( BaseCreature m )
			: base( m )
		{
		}

		public override bool Think()
		{
			if( m_Mobile.Deleted )
				return false;

			if( ProcessTarget() )
				return true;
			else
				return base.Think();
		}

		public virtual bool SmartAI
		{
			get { return ( m_Mobile is BaseVendor || m_Mobile is BaseEscortable ); }
		}

		private const double HealChance = 0.10; // 10% chance to heal at gm magery
		private const double TeleportChance = 0.05; // 5% chance to teleport at gm magery
		private const double DispelChance = 0.75; // 75% chance to dispel at gm magery

		public virtual double ScaleByMagery( double v )
		{
			return m_Mobile.Skills[ SkillName.Magery ].Value * v * 0.01;
		}

		public override bool DoActionWander()
		{
			if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if( m_Mobile.Debug )
					m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
				m_NextCastTime = DateTime.Now;
			}
			else if( SmartAI && m_Mobile.Mana < m_Mobile.ManaMax )
			{
				m_Mobile.DebugSay( "I am going to meditate" );

				m_Mobile.UseSkill( SkillName.Meditation );
			}
			else
			{
				m_Mobile.DebugSay( "I am wandering" );

				m_Mobile.Warmode = false;

				base.DoActionWander();

				if( ( Utility.RandomDouble() < .05 ) )
				{
					Spell spell = CheckCastHealingSpell();

					if( spell != null )
						spell.Cast();
				}
			}

			return true;
		}

		private Spell CheckCastHealingSpell()
		{
			// If I'm poisoned, always attempt to cure.
			if( m_Mobile.Poisoned )
				return new CureSpell( m_Mobile, null );

			// Summoned creatures never heal themselves.
			if( m_Mobile.Summoned )
				return null;

			if( m_Mobile.Controlled )
			{
				if( DateTime.Now < m_NextHealTime )
					return null;
			}

			if( !SmartAI )
			{
				if( ScaleByMagery( HealChance ) < Utility.RandomDouble() )
					return null;
			}
			else
			{
				if( Utility.Random( 0, 4 + ( m_Mobile.Hits == 0 ? m_Mobile.HitsMax : ( m_Mobile.HitsMax / m_Mobile.Hits ) ) ) < 3 )
					return null;
			}

			Spell spell = null;

			if( m_Mobile.Hits < ( m_Mobile.HitsMax - 50 ) )
			{
				spell = new GreaterHealSpell( m_Mobile, null );

				if( spell == null )
					spell = new HealSpell( m_Mobile, null );
			}
			else if( m_Mobile.Hits < ( m_Mobile.HitsMax - 10 ) )
				spell = new HealSpell( m_Mobile, null );

			double delay;

			if( m_Mobile.Int >= 500 )
				delay = Utility.RandomMinMax( 7, 10 );
			else
				delay = Math.Sqrt( 600 - m_Mobile.Int );

			m_NextHealTime = DateTime.Now + TimeSpan.FromSeconds( delay );

			return spell;
		}

		public void RunTo( Mobile m )
		{
			if( !SmartAI )
			{
				if( !MoveTo( m, true, m_Mobile.RangeFight ) )
					OnFailedMove();

				return;
			}

			if( m.Paralyzed || m.Frozen )
			{
				if( m_Mobile.InRange( m, 1 ) )
					RunFrom( m );
				else if( !m_Mobile.InRange( m, m_Mobile.RangeFight > 2 ? m_Mobile.RangeFight : 2 ) && !MoveTo( m, true, 1 ) )
					OnFailedMove();
			}
			else
			{
				if( !m_Mobile.InRange( m, m_Mobile.RangeFight ) )
				{
					if( !MoveTo( m, true, 1 ) )
						OnFailedMove();
				}
				else if( m_Mobile.InRange( m, m_Mobile.RangeFight - 1 ) )
				{
					RunFrom( m );
				}
			}
		}

		public void RunFrom( Mobile m )
		{
			Run( ( m_Mobile.GetDirectionTo( m ) - 4 ) & Direction.Mask );
		}

		public void OnFailedMove()
		{
			if( !m_Mobile.DisallowAllMoves && ( SmartAI ? Utility.Random( 4 ) == 0 : ScaleByMagery( TeleportChance ) > Utility.RandomDouble() ) )
			{
				if( m_Mobile.Target != null )
					m_Mobile.Target.Cancel( m_Mobile, TargetCancelType.Canceled );

				new TeleportSpell( m_Mobile, null ).Cast();

				m_Mobile.DebugSay( "I am stuck, I'm going to try teleporting away" );
			}
			else if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if( m_Mobile.Debug )
					m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
			}
			else
			{
				m_Mobile.DebugSay( "I am stuck" );
			}
		}

		public void Run( Direction d )
		{
			if( ( m_Mobile.Spell != null && m_Mobile.Spell.IsCasting ) || m_Mobile.Paralyzed || m_Mobile.Frozen || m_Mobile.DisallowAllMoves )
				return;

			m_Mobile.Direction = d | Direction.Running;

			if( !DoMove( m_Mobile.Direction, true ) )
				OnFailedMove();
		}

		public virtual bool CanCastNecro()
		{
			return ( Utility.RandomBool() && ( m_Mobile is BaseCreature ) && ( (BaseCreature)m_Mobile ).IsNecromancer );
		}

		public virtual bool CanCastNecroBias( int bias )
		{
			return ( CanCastNecro() && Utility.Random( bias ) == 0 );
		}

		public virtual Spell GetRandomDamage()
		{
			return ( CanCastNecroBias( 2 ) ) ? GetRandomDamageNecroSpell() : GetRandomDamageSpell();
		}

		public virtual Spell GetRandomDamageNecroSpell()
		{
			int possibles = 3;

			if( myNecro >= 100 )
			{
				possibles = 5;
			}
			switch( Utility.Random( possibles ) )
			{
				default: m_Mobile.DebugSay( "Vengeful Spirit" ); return new VengefulSpiritSpell( m_Mobile, null );

				case 0: m_Mobile.DebugSay( "Pain Spike" ); return new PainSpikeSpell( m_Mobile, null );
				case 1: m_Mobile.DebugSay( "Poison Strike" ); return new PoisonStrikeSpell( m_Mobile, null );
				case 2: m_Mobile.DebugSay( "Strangle" ); return new StrangleSpell( m_Mobile, null );
				case 3: m_Mobile.DebugSay( "Wither" ); return new WitherSpell( m_Mobile, null );
			}
		}

		public virtual Spell GetRandomDamageSpell()
		{
			int maxCircle = (int)( ( myMagery + 20.0 ) / ( 100.0 / 7.0 ) );

			if( maxCircle < 1 )
				maxCircle = 1;

			switch( Utility.Random( maxCircle * 2 ) )
			{
				case 0:
				case 1: return new MagicArrowSpell( m_Mobile, null );
				case 2:
				case 3: return new HarmSpell( m_Mobile, null );
				case 4:
				case 5: return new FireballSpell( m_Mobile, null );
				case 6:
				case 7: return new LightningSpell( m_Mobile, null );
				case 8:
				case 9: return new MindBlastSpell( m_Mobile, null );
				case 10: return new EnergyBoltSpell( m_Mobile, null );
				case 11: return new ExplosionSpell( m_Mobile, null );
				default: return new FlameStrikeSpell( m_Mobile, null );
			}
		}

		public virtual Spell GetRandomCurse()
		{
			return ( CanCastNecro() ) ?  GetRandomNecroCurseSpell() :  GetRandomCurseSpell();
		}

		public virtual Spell GetRandomNecroCurseSpell()
		{
			switch( Utility.Random( 4 ) )
			{
				default:
				case 0: m_Mobile.DebugSay( "Blood Oath" ); return new BloodOathSpell( m_Mobile, null );
				case 1: m_Mobile.DebugSay( "Corpse Skin" ); return new CorpseSkinSpell( m_Mobile, null );
				case 2: m_Mobile.DebugSay( "Evil Omen" ); return new EvilOmenSpell( m_Mobile, null );
				case 3: m_Mobile.DebugSay( "Mind Rot" ); return new MindRotSpell( m_Mobile, null );
			}
		}

		public virtual Spell GetRandomCurseSpell()
		{
			if( Utility.Random( 4 ) == 3 )
			{
				if( myMagery >= 40.0 )
				{
					return new CurseSpell( m_Mobile, null );
				}
			}

			switch( Utility.Random( 3 ) )
			{
				default:
				case 0: return new WeakenSpell( m_Mobile, null );
				case 1: return new ClumsySpell( m_Mobile, null );
				case 2: return new FeeblemindSpell( m_Mobile, null );
			}
		}

		public virtual Spell GetRandomManaDrainSpell()
		{
			if( Utility.RandomBool() )
			{
				if( myMagery >= 80.0 )
					return new ManaVampireSpell( m_Mobile, null );
			}

			return new ManaDrainSpell( m_Mobile, null );
		}

		public virtual Spell DoDispel( Mobile toDispel )
		{
			if( !SmartAI )
			{
				if( ScaleByMagery( DispelChance ) > Utility.RandomDouble() )
					return new DispelSpell( m_Mobile, null );

				return ChooseSpell( toDispel );
			}

			Spell spell = CheckCastHealingSpell();

			if( spell == null )
			{
				if( !m_Mobile.DisallowAllMoves && Utility.Random( (int)m_Mobile.GetDistanceToSqrt( toDispel ) ) == 0 )
					spell = new TeleportSpell( m_Mobile, null );
				else if( Utility.Random( 3 ) == 0 && !m_Mobile.InRange( toDispel, 3 ) && !toDispel.Paralyzed && !toDispel.Frozen )
					spell = new ParalyzeSpell( m_Mobile, null );
				else
					spell = new DispelSpell( m_Mobile, null );
			}

			return spell;
		}

		public virtual double myNecro { get { return m_Mobile.Skills[ SkillName.Magery ].Value; } }

		public virtual double myMagery { get { return m_Mobile.Skills[ SkillName.Magery ].Value; } }

		public virtual double mySpiritSpeak { get { return m_Mobile.Skills[ SkillName.SpiritSpeak ].Value; } }

		public virtual Spell ChooseSpell( Mobile c )
		{
			Spell spell = null;

			if( !SmartAI )
			{
				spell = CheckCastHealingSpell();

				if( spell != null )
					return spell;

				switch( Utility.Random( 16 ) )
				{
					case 0:
					case 1:	// Poison them
						{
							//m_Mobile.DebugSay( "Attempting to poison" );

							if( !c.Poisoned )
								spell = new PoisonSpell( m_Mobile, null );

							break;
						}
					case 2:	// Bless ourselves.
						{
							//m_Mobile.DebugSay( "Blessing myself" );

							spell = new BlessSpell( m_Mobile, null );
							break;
						}
					case 3:
					case 4: // Curse them.
						{
							//m_Mobile.DebugSay( "Attempting to curse" );

							spell = GetRandomCurse();
							break;
						}
					case 5:	// Paralyze them.
						{
							//m_Mobile.DebugSay( "Attempting to paralyze" );

							if( m_Mobile.Skills[ SkillName.Magery ].Value > 50.0 )
								spell = new ParalyzeSpell( m_Mobile, null );

							break;
						}
					case 6: // Drain mana
						{
							//m_Mobile.DebugSay( "Attempting to drain mana" );

							spell = GetRandomManaDrainSpell();
							break;
						}
					case 7:
						{
							//m_Mobile.DebugSay( "Attempting to Invis" );

							if( spell == null )
							{
								spell = new InvisibilitySpell( m_Mobile, null );
							}

							break;
						}

					default: // Damage them.
						{
							//m_Mobile.DebugSay( "Just doing damage" );

							spell = GetRandomDamage();
							break;
						}
				}

				return spell;
			}

			spell = CheckCastHealingSpell();

			if( spell != null )
				return spell;

			switch( Utility.Random( 3 ) )
			{
				default:
				case 0: // Poison them
					{
						if( !c.Poisoned )
							spell = new PoisonSpell( m_Mobile, null );

						break;
					}
				case 1: // Deal some damage
					{
						spell = GetRandomDamageSpell();

						break;
					}
				case 2: // Set up a combo
					{
						if( m_Mobile.Mana < 40 && m_Mobile.Mana > 15 )
						{
							if( c.Paralyzed && !c.Poisoned )
							{
								m_Mobile.DebugSay( "I am going to meditate" );

								m_Mobile.UseSkill( SkillName.Meditation );
							}
							else if( !c.Poisoned )
							{
								spell = new ParalyzeSpell( m_Mobile, null );
							}
						}
						else if( m_Mobile.Mana > 60 )
						{
							if( Utility.Random( 2 ) == 0 && !c.Paralyzed && !c.Frozen && !c.Poisoned )
							{
								m_Combo = 0;
								spell = new ParalyzeSpell( m_Mobile, null );
							}
							else
							{
								m_Combo = 1;
								spell = new ExplosionSpell( m_Mobile, null );
							}
						}

						break;
					}
			}

			return spell;
		}

		protected int m_Combo = -1;

		public virtual Spell DoCombo( Mobile c )
		{
			Spell spell = null;

			if( m_Combo == 0 )
			{
				spell = new ExplosionSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}
			else if( m_Combo == 1 )
			{
				spell = new WeakenSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}
			else if( m_Combo == 2 )
			{
				if( !c.Poisoned )
					spell = new PoisonSpell( m_Mobile, null );

				++m_Combo; // Move to next spell
			}

			if( m_Combo == 3 && spell == null )
			{
				switch( Utility.Random( 3 ) )
				{
					default:
					case 0:
						{
							if( c.Int < c.Dex )
								spell = new FeeblemindSpell( m_Mobile, null );
							else
								spell = new ClumsySpell( m_Mobile, null );

							++m_Combo; // Move to next spell

							break;
						}
					case 1:
						{
							spell = new EnergyBoltSpell( m_Mobile, null );
							m_Combo = -1; // Reset combo state
							break;
						}
					case 2:
						{
							spell = new FlameStrikeSpell( m_Mobile, null );
							m_Combo = -1; // Reset combo state
							break;
						}
				}
			}
			else if( m_Combo == 4 && spell == null )
			{
				spell = new MindBlastSpell( m_Mobile, null );
				m_Combo = -1;
			}

			return spell;
		}

		private TimeSpan GetDelay()
		{
			double del = ScaleByMagery( 3.0 );
			double min = 6.0 - ( del * 0.75 );
			double max = 6.0 - ( del * 1.25 );

			return TimeSpan.FromSeconds( min + ( ( max - min ) * Utility.RandomDouble() ) );
		}

		public override bool DoActionCombat()
		{
			Mobile c = m_Mobile.Combatant;
			m_Mobile.Warmode = true;

			if( c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee( c ) || !m_Mobile.CanBeHarmful( c, false ) || c.Map != m_Mobile.Map )
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant

				if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					if( m_Mobile.Debug )
						m_Mobile.DebugSay( "Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name );

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else
				{
					m_Mobile.DebugSay( "Something happened to my combatant, and nothing is around. I am on guard." );
					Action = ActionType.Guard;
					return true;
				}
			}

			if( !m_Mobile.InLOS( c ) )
			{
				m_Mobile.DebugSay( "I can't see my target" );

				if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.DebugSay( "Nobody else is around" );
					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}

			if( SmartAI && !m_Mobile.StunReady && m_Mobile.Skills[ SkillName.Wrestling ].Value >= 80.0 && m_Mobile.Skills[ SkillName.Anatomy ].Value >= 80.0 )
				EventSink.InvokeStunRequest( new StunRequestEventArgs( m_Mobile ) );

			if( !m_Mobile.InRange( c, m_Mobile.RangePerception ) )
			{
				// They are somewhat far away, can we find something else?

				if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else if( !m_Mobile.InRange( c, m_Mobile.RangePerception * 3 ) )
				{
					m_Mobile.Combatant = null;
				}

				c = m_Mobile.Combatant;

				if( c == null )
				{
					m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
					Action = ActionType.Guard;

					return true;
				}
			}

			if( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
			{
				if( m_Mobile.Hits < m_Mobile.HitsMax * 20 / 100 )
				{
					// We are low on health, should we flee?

					bool flee = false;

					if( m_Mobile.Hits < c.Hits )
					{
						// We are more hurt than them

						int diff = c.Hits - m_Mobile.Hits;

						flee = ( Utility.Random( 0, 100 ) > ( 10 + diff ) ); // (10 + diff)% chance to flee
					}
					else
					{
						flee = Utility.Random( 0, 100 ) > 10; // 10% chance to flee
					}

					if( flee )
					{
						if( m_Mobile.Debug )
							m_Mobile.DebugSay( "I am going to flee from {0}", c.Name );

						Action = ActionType.Flee;
						return true;
					}
				}
			}

			if( m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange( c, Core.ML ? 10 : 12 ) )
			{
				// We are ready to cast a spell

				Spell spell = null;
				Mobile toDispel = FindDispelTarget( true );

				if( m_Mobile.Poisoned ) // Top cast priority is cure
				{
					m_Mobile.DebugSay( "I am going to cure myself" );

					spell = new CureSpell( m_Mobile, null );
				}
				else if( toDispel != null ) // Something dispellable is attacking us
				{
					m_Mobile.DebugSay( "I am going to dispel {0}", toDispel );

					spell = DoDispel( toDispel );
				}
				else if( SmartAI && m_Combo != -1 ) // We are doing a spell combo
				{
					spell = DoCombo( c );
				}
				else if( SmartAI && ( c.Spell is HealSpell || c.Spell is GreaterHealSpell ) && !c.Poisoned ) // They have a heal spell out
				{
					spell = new PoisonSpell( m_Mobile, null );
				}
				else
				{
					spell = ChooseSpell( c );
				}

				// Now we have a spell picked
				// Move first before casting

				if( SmartAI && toDispel != null )
				{
					if( m_Mobile.InRange( toDispel, 10 ) )
						RunFrom( toDispel );
					else if( !m_Mobile.InRange( toDispel, Core.ML ? 10 : 12 ) )
						RunTo( toDispel );
				}
				else
				{
					RunTo( c );
				}

				if( spell != null )
					spell.Cast();

				TimeSpan delay;

				if( SmartAI || ( spell is DispelSpell ) )
					delay = TimeSpan.FromSeconds( m_Mobile.ActiveSpeed );
				else
					delay = GetDelay();

				m_NextCastTime = DateTime.Now;
			}
			else if( m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting )
			{
				RunTo( c );
			}

			return true;
		}

		public override bool DoActionGuard()
		{
			if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
			}
			else
			{
				if( !m_Mobile.Controlled )
				{
					ProcessTarget();

					Spell spell = CheckCastHealingSpell();

					if( spell != null )
						spell.Cast();
				}

				base.DoActionGuard();
			}

			return true;
		}

		public override bool DoActionFlee()
		{
			Mobile c = m_Mobile.Combatant;

			if( ( m_Mobile.Mana > 20 || m_Mobile.Mana == m_Mobile.ManaMax ) && m_Mobile.Hits > ( m_Mobile.HitsMax / 2 ) )
			{
				m_Mobile.DebugSay( "I am stronger now, my guard is up" );
				Action = ActionType.Guard;
			}
			else if( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if( m_Mobile.Debug )
					m_Mobile.DebugSay( "I am scared of {0}", m_Mobile.FocusMob.Name );

				RunFrom( m_Mobile.FocusMob );
				m_Mobile.FocusMob = null;

				if( m_Mobile.Poisoned && Utility.Random( 0, 5 ) == 0 )
					new CureSpell( m_Mobile, null ).Cast();
			}
			else
			{
				m_Mobile.DebugSay( "Area seems clear, but my guard is up" );

				Action = ActionType.Guard;
				m_Mobile.Warmode = true;
			}

			return true;
		}

		public Mobile FindDispelTarget( bool activeOnly )
		{
			if( m_Mobile.Deleted || m_Mobile.Int < 95 || CanDispel( m_Mobile ) || m_Mobile.AutoDispel )
				return null;

			if( activeOnly )
			{
				List<AggressorInfo> aggressed = m_Mobile.Aggressed;
				List<AggressorInfo> aggressors = m_Mobile.Aggressors;

				Mobile active = null;
				double activePrio = 0.0;

				Mobile comb = m_Mobile.Combatant;

				if( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && m_Mobile.InRange( comb, Core.ML ? 10 : 12 ) && CanDispel( comb ) )
				{
					active = comb;
					activePrio = m_Mobile.GetDistanceToSqrt( comb );

					if( activePrio <= 2 )
						return active;
				}

				for( int i = 0; i < aggressed.Count; ++i )
				{
					AggressorInfo info = aggressed[ i ];
					Mobile m = info.Defender;

					if( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, Core.ML ? 10 : 12 ) && CanDispel( m ) )
					{
						double prio = m_Mobile.GetDistanceToSqrt( m );

						if( active == null || prio < activePrio )
						{
							active = m;
							activePrio = prio;

							if( activePrio <= 2 )
								return active;
						}
					}
				}

				for( int i = 0; i < aggressors.Count; ++i )
				{
					AggressorInfo info = aggressors[ i ];
					Mobile m = info.Attacker;

					if( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, Core.ML ? 10 : 12 ) && CanDispel( m ) )
					{
						double prio = m_Mobile.GetDistanceToSqrt( m );

						if( active == null || prio < activePrio )
						{
							active = m;
							activePrio = prio;

							if( activePrio <= 2 )
								return active;
						}
					}
				}

				return active;
			}
			else
			{
				Map map = m_Mobile.Map;

				if( map != null )
				{
					Mobile active = null, inactive = null;
					double actPrio = 0.0, inactPrio = 0.0;

					Mobile comb = m_Mobile.Combatant;

					if( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && CanDispel( comb ) )
					{
						active = inactive = comb;
						actPrio = inactPrio = m_Mobile.GetDistanceToSqrt( comb );
					}

					foreach( Mobile m in m_Mobile.GetMobilesInRange( Core.ML ? 10 : 12 ) )
					{
						if( m != m_Mobile && CanDispel( m ) )
						{
							double prio = m_Mobile.GetDistanceToSqrt( m );

							if( !activeOnly && ( inactive == null || prio < inactPrio ) )
							{
								inactive = m;
								inactPrio = prio;
							}

							if( ( m_Mobile.Combatant == m || m.Combatant == m_Mobile ) && ( active == null || prio < actPrio ) )
							{
								active = m;
								actPrio = prio;
							}
						}
					}

					return active != null ? active : inactive;
				}
			}

			return null;
		}

		public bool CanDispel( Mobile m )
		{
			return ( m is BaseCreature && ( (BaseCreature)m ).Summoned && m_Mobile.CanBeHarmful( m, false ) && !( (BaseCreature)m ).IsAnimatedDead );
		}

		private static int[] m_Offsets = new int[]
			{
				-1, -1,
				-1,  0,
				-1,  1,
				 0, -1,
				 0,  1,
				 1, -1,
				 1,  0,
				 1,  1,

				-2, -2,
				-2, -1,
				-2,  0,
				-2,  1,
				-2,  2,
				-1, -2,
				-1,  2,
				 0, -2,
				 0,  2,
				 1, -2,
				 1,  2,
				 2, -2,
				 2, -1,
				 2,  0,
				 2,  1,
				 2,  2
			};

		private bool ProcessTarget()
		{
			Target targ = m_Mobile.Target;

			if( targ == null )
				return false;

			bool isDispel = ( targ is DispelSpell.InternalTarget );
			bool isParalyze = ( targ is ParalyzeSpell.InternalTarget );
			bool isTeleport = ( targ is TeleportSpell.InternalTarget );
			bool isInvisible = ( targ is InvisibilitySpell.InternalTarget );
			bool teleportAway = false;

			Mobile toTarget;

			if( isInvisible )
			{
				toTarget = m_Mobile;
			}
			else if( isDispel )
			{
				toTarget = FindDispelTarget( false );

				if( !SmartAI && toTarget != null )
					RunTo( toTarget );
				else if( toTarget != null && m_Mobile.InRange( toTarget, 10 ) )
					RunFrom( toTarget );
			}
			else if( SmartAI && ( isParalyze || isTeleport ) )
			{
				toTarget = FindDispelTarget( true );

				if( toTarget == null )
				{
					toTarget = m_Mobile.Combatant;

					if( toTarget != null )
						RunTo( toTarget );
				}
				else if( m_Mobile.InRange( toTarget, 10 ) )
				{
					RunFrom( toTarget );
					teleportAway = true;
				}
				else
				{
					teleportAway = true;
				}
			}
			else
			{
				toTarget = m_Mobile.Combatant;

				if( toTarget != null )
					RunTo( toTarget );
			}

			if( ( targ.Flags & TargetFlags.Harmful ) != 0 && toTarget != null )
			{
				if( ( targ.Range == -1 || m_Mobile.InRange( toTarget, targ.Range ) ) && m_Mobile.CanSee( toTarget ) && m_Mobile.InLOS( toTarget ) )
				{
					targ.Invoke( m_Mobile, toTarget );
				}
				else if( isDispel )
				{
					targ.Cancel( m_Mobile, TargetCancelType.Canceled );
				}
			}
			else if( ( targ.Flags & TargetFlags.Beneficial ) != 0 )
			{
				targ.Invoke( m_Mobile, m_Mobile );
			}
			else if( isTeleport && toTarget != null )
			{
				Map map = m_Mobile.Map;

				if( map == null )
				{
					targ.Cancel( m_Mobile, TargetCancelType.Canceled );
					return true;
				}

				int px, py;

				if( teleportAway )
				{
					int rx = m_Mobile.X - toTarget.X;
					int ry = m_Mobile.Y - toTarget.Y;

					double d = m_Mobile.GetDistanceToSqrt( toTarget );

					px = toTarget.X + (int)( rx * ( 10 / d ) );
					py = toTarget.Y + (int)( ry * ( 10 / d ) );
				}
				else
				{
					px = toTarget.X;
					py = toTarget.Y;
				}

				for( int i = 0; i < m_Offsets.Length; i += 2 )
				{
					int x = m_Offsets[ i ], y = m_Offsets[ i + 1 ];

					Point3D p = new Point3D( px + x, py + y, 0 );

					LandTarget lt = new LandTarget( p, map );

					if( ( targ.Range == -1 || m_Mobile.InRange( p, targ.Range ) ) && m_Mobile.InLOS( lt ) && map.CanSpawnMobile( px + x, py + y, lt.Z ) && !SpellHelper.CheckMulti( p, map ) )
					{
						targ.Invoke( m_Mobile, lt );
						return true;
					}
				}

				int teleRange = targ.Range;

				if( teleRange < 0 )
					teleRange = Core.ML ? 11 : 12;

				for( int i = 0; i < 10; ++i )
				{
					Point3D randomPoint = new Point3D( m_Mobile.X - teleRange + Utility.Random( teleRange * 2 + 1 ), m_Mobile.Y - teleRange + Utility.Random( teleRange * 2 + 1 ), 0 );

					LandTarget lt = new LandTarget( randomPoint, map );

					if( m_Mobile.InLOS( lt ) && map.CanSpawnMobile( lt.X, lt.Y, lt.Z ) && !SpellHelper.CheckMulti( randomPoint, map ) )
					{
						targ.Invoke( m_Mobile, new LandTarget( randomPoint, map ) );
						return true;
					}
				}

				targ.Cancel( m_Mobile, TargetCancelType.Canceled );
			}
			else
			{
				targ.Cancel( m_Mobile, TargetCancelType.Canceled );
			}

			return true;
		}
	}
}